Acceleration of Suguri X/Saki

From Mizuumi Wiki
Jump to navigation Jump to search

Introduction

First boss from SUGURI. Her basic playstyle is open to a lot of complexity to adapt and nuke your opponent. She's very fun to play as, whether you're conjuring Dippin'Dots, chucking maracas, or throwing Spirit Bombs, she can always deal with some sort of situation. Saki also has a spacing and timing dependent infinite with her boomerang tambourine.

Normal Moves

Weapon A

Tornado Cymbal

  • Press A [Beam]
    • Damage: 50x n
    • Creates a ring of shots around Saki that each do 50 damage. Great for an anti-missile maneuver.

Stardust Bell

  • Dash + A [Beam]
    • Damage: 50x2
    • Creates two small wisp-like shots that waver while tracking Saki loosely. After a second or two the shots double in size and begin tracking the opponent instead. You can mass a lot of these by quickly dash canceling the start-up pose and performing another, then repeating very rapidly.

Weapon B

Tambourine Boomerang

  • Press B [Ballistic]
    • Damage: 25x n
    • Like any boomerang, they'll come back. Good for denying a quick area. If you piano dash and B very quickly, their tracking will be off center to allow interesting placements.

Maracas Napalm

  • Hold [B] [Ballistic]
    • Damage: 150x7
    • They do less damage the closer your enemy is. These can be slightly controlled by holding a direction when fired. Holding 2 (down) will fire them slightly angled more downwards towards the bottom of the screen. Holding 8 (up) will fire them very slightly higher toward the top of the screen.

Special 1

Maracas Grenade

  • Press ~A [Melee]
    • Damage: 180 (360 on explosion)
    • Saki wallops her opponent with a primed maraca. The further away she is, the longer distance she'll travel. This move does have a pretty good hitbox area so don't be afraid to use it when you feel it'd do a better job than shotgunning them with maraca lobs. The explosion happens on a 25% chance.

Special 2

Tambourine Blade

  • Press ~B [Melee]
    • Damage: 25x n
    • Saki twirls a tambourine around her quickly. Good for stopping approaches or sealing off an area or comboing from a Spirit Bomb. Can be canceled/chained into ~A as soon as the blade lights up.

Hyper Attacks

Hyper A1: Cyclone Cymbal

  • Execution: Hyper
    • Damage: 50 (Beam) 120 (Missile)
    • Creates a 5-bullet thick ring of energy shots similar to Tornado Cymbal, and a thinner, 12-way barrage of missiles.

Hyper A2: Galaxy Bell

  • Execution: Dash + Hyper (Beam)
    • Damage: 40x n
    • Seventeen Stardust Bell shots deploy immediately. Many of the shots will quickly grow to phase two and track the opponent. It's a good reversal and for immediately getting up more blips.

Hyper B: Rolling Tambourine

  • Execution: ~Hyper
    • Damage: 25x n
    • About 10 Tambourine's deploy in a small circle around Saki. It can be dash canceled very quickly and you can pick up a combo.

Hyper C: Sunshine Bell

  • Execution: B + Hyper
    • Damage: 30x n
    • Creates an energy sphere above Saki's head which tracks the opponent. The longer you hold the hyper button the larger the Sunshine Bell will grow and the longer it will last. It will consume up to 2 bars and make two passes at your opponent. The larger you make the orb, the slower it travels the screen. It's like a Spirit Bomb attack from popular shows.
    • Everyone in the audience! Raise your hands! Give me your energy!

Accel Hyper: Big Bang Bell

  • Execution: A + B + Hyper or ~B + Hyper
    • Damage: 999
    • Creates a huge energy ball like Sunshine Bell overhead which has a vacuum effect, it then quickly explodes and inflicts damage.

Strategies

  • Stardust Bells. You want a lot of these. Press dash then tap WA while dashing, then quickly let go of dash and press it again to cancel the attack pose, then tap WA again while dashing. Repeat very rapidly to mass tons of Stardust Bells and meter very quickly.
  • Once you have a bunch of Stardust Bells, try to hit the opponent with melee so that all the orbs hit while they are caught in hitstun.
  • Tambourine Boomerangs can be dash canceled as soon as the tambourine lights up (instead of as soon as the pose begins). Maracas Napalm has a very late dash cancel window (it's slightly after the last Maraca leaves Saki).
  • Try to be "under" the opponent before using the Sunshine Bell or Big Bang Bell. And being above or beside the opponent before using Maracas Napalm helps with targeting.
  • Mauryaa + Maracas Napalm.
  • Tambourine Blade > Maracas Grenade.
Acceleration of Suguri X-Edition

BasicsFAQGame ConfiguringControlsHUDTrophiesLinks

SuguriSakiIruNanakoKaeKyokoHimeSoraNoNameSuguri-PSuguri-SPQP